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What effect might the death of these gods have?
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<blockquote data-quote="jerichothebard" data-source="post: 2503777" data-attributes="member: 4705"><p>Exactly - though the sun shines quite brightly, as he is the only one who didn't fall. Though, that certainly brings to mind a thought - perhaps he is shining too brightly, which accounts for the presence and expansion of a desert where there wouldn't normally be one, which also ties in nicely with the fall of the nature deity... hmm.</p><p></p><p>I REALLY like the idea of shorter lifespans as the effect of the goddess of time's fall... that's nice. It also helps explain why there aren't any elves left who can tell you from first-hand experience about the fall of the gods... A glaring hole in my timeline and plotting, actually.</p><p></p><p>I think divination magic is also going to start failing. (after all, if you are a goddess of time and magic, you pretty much get divination as a default...) Additionally, I just remembered that the campaign has included an adventure that sent the party through some weird time-travel stuff...</p><p></p><p></p><p></p><p>One thing I forgot to mention is that the fall of the six gods happened around 1300 years before present game time. I envision these consequences as having been slowly developing over the last century, as the "inertia" (for lack of a better term) provided by the presence of the gods finally fails. After all, in the lifespan of a god, 13 centuries really isn't much. I have some time to start foreshadowing, too, as the group is involved in another save-the-world quest right now and this is more suited for high levels anyway</p><p></p><p></p><p>Barring the influence/interference of the heroes, of course... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>The god of war was originally a three-fold god, encompassing the three different types - and alignments - of war: conquest, defensive, and righteous. He was actually a being of three faces, one CE, one N, and one LG. Kind of like worshipping the Three Fates as a single being with three aspects, I guess. </p><p></p><p>The portfolio of Righteous war has sort of been assumed by the sun god, mostly by default. More to the point, the order of paladins has made it their job to conduct righteous war in his name, against both the orcs and the rising dead.</p><p></p><p>I am operating on the premise that the orcs, who have been increasingly agressive in the last half-century, are actually being led by an avatar of the CE aspect; He is growing in power and will eventually ascend to the godhood - without the other aspects, possibly. Which could be bad.</p><p></p><p>That war in itself could actually be the effect I'm looking for, in truth.</p><p></p><p></p><p></p><p></p><p>So, to recap:</p><p></p><p>Death - the dead walk!</p><p>Nature - crops failing, desert expansion</p><p>Time/Arcane - lifespans are getting shorter, small little eddies in time are cropping up, divination spells are becoming more difficult (spellcraft check DC 15+spell level?)</p><p>War - the orcs have resurrected or found an avatar of the conquest aspect, and are successfully making war in the southlands.</p><p></p><p></p><p></p><p>Sun - his ascendence is also contributing to the advance of the desert, and failure of the crops.</p><p></p><p>That leaves the final two - Tickery/Love, and Hearth/Craft. </p><p></p><p>Some good ideas have been presented, but anybody have more thoughts?</p><p></p><p></p><p>A thought: arguably, Hearth could include an aspect of love, itself. I have no objection to overlapping portfolios, and since the gods are dead, it doesn't much matter for the players, really... It's all just background filler at the moment.</p><p></p><p></p><p></p><p>Thanks all!</p></blockquote><p></p>
[QUOTE="jerichothebard, post: 2503777, member: 4705"] Exactly - though the sun shines quite brightly, as he is the only one who didn't fall. Though, that certainly brings to mind a thought - perhaps he is shining too brightly, which accounts for the presence and expansion of a desert where there wouldn't normally be one, which also ties in nicely with the fall of the nature deity... hmm. I REALLY like the idea of shorter lifespans as the effect of the goddess of time's fall... that's nice. It also helps explain why there aren't any elves left who can tell you from first-hand experience about the fall of the gods... A glaring hole in my timeline and plotting, actually. I think divination magic is also going to start failing. (after all, if you are a goddess of time and magic, you pretty much get divination as a default...) Additionally, I just remembered that the campaign has included an adventure that sent the party through some weird time-travel stuff... One thing I forgot to mention is that the fall of the six gods happened around 1300 years before present game time. I envision these consequences as having been slowly developing over the last century, as the "inertia" (for lack of a better term) provided by the presence of the gods finally fails. After all, in the lifespan of a god, 13 centuries really isn't much. I have some time to start foreshadowing, too, as the group is involved in another save-the-world quest right now and this is more suited for high levels anyway Barring the influence/interference of the heroes, of course... ;) The god of war was originally a three-fold god, encompassing the three different types - and alignments - of war: conquest, defensive, and righteous. He was actually a being of three faces, one CE, one N, and one LG. Kind of like worshipping the Three Fates as a single being with three aspects, I guess. The portfolio of Righteous war has sort of been assumed by the sun god, mostly by default. More to the point, the order of paladins has made it their job to conduct righteous war in his name, against both the orcs and the rising dead. I am operating on the premise that the orcs, who have been increasingly agressive in the last half-century, are actually being led by an avatar of the CE aspect; He is growing in power and will eventually ascend to the godhood - without the other aspects, possibly. Which could be bad. That war in itself could actually be the effect I'm looking for, in truth. So, to recap: Death - the dead walk! Nature - crops failing, desert expansion Time/Arcane - lifespans are getting shorter, small little eddies in time are cropping up, divination spells are becoming more difficult (spellcraft check DC 15+spell level?) War - the orcs have resurrected or found an avatar of the conquest aspect, and are successfully making war in the southlands. Sun - his ascendence is also contributing to the advance of the desert, and failure of the crops. That leaves the final two - Tickery/Love, and Hearth/Craft. Some good ideas have been presented, but anybody have more thoughts? A thought: arguably, Hearth could include an aspect of love, itself. I have no objection to overlapping portfolios, and since the gods are dead, it doesn't much matter for the players, really... It's all just background filler at the moment. Thanks all! [/QUOTE]
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